#include "BsMeshManager.h" #include "BsCoreThreadAccessor.h" #include "BsCoreApplication.h" #include "BsVector3.h" #include "BsMesh.h" #include "BsVertexDataDesc.h" namespace BansheeEngine { MeshManager::MeshManager() { } MeshManager::~MeshManager() { } MeshPtr MeshManager::create(UINT32 numVertices, UINT32 numIndices, const VertexDataDescPtr& vertexDesc, int usage, DrawOperationType drawOp, IndexType indexType) { MeshPtr mesh = bs_core_ptr(new (bs_alloc()) Mesh(numVertices, numIndices, vertexDesc, usage, drawOp, indexType)); mesh->_setThisPtr(mesh); mesh->initialize(); return mesh; } MeshPtr MeshManager::create(UINT32 numVertices, UINT32 numIndices, const VertexDataDescPtr& vertexDesc, const Vector& subMeshes, int usage, IndexType indexType) { MeshPtr mesh = bs_core_ptr(new (bs_alloc()) Mesh(numVertices, numIndices, vertexDesc, subMeshes, usage, indexType)); mesh->_setThisPtr(mesh); mesh->initialize(); return mesh; } MeshPtr MeshManager::create(const MeshDataPtr& initialData, int usage, DrawOperationType drawOp) { MeshPtr mesh = bs_core_ptr(new (bs_alloc()) Mesh(initialData, usage, drawOp)); mesh->_setThisPtr(mesh); mesh->initialize(); return mesh; } MeshPtr MeshManager::create(const MeshDataPtr& initialData, const Vector& subMeshes, int usage) { MeshPtr mesh = bs_core_ptr(new (bs_alloc()) Mesh(initialData, subMeshes, usage)); mesh->_setThisPtr(mesh); mesh->initialize(); return mesh; } MeshPtr MeshManager::createEmpty() { MeshPtr mesh = bs_core_ptr(new (bs_alloc()) Mesh()); mesh->_setThisPtr(mesh); return mesh; } void MeshManager::onStartUp() { VertexDataDescPtr vertexDesc = bs_shared_ptr_new(); vertexDesc->addVertElem(VET_FLOAT3, VES_POSITION); mDummyMeshData = bs_shared_ptr_new(1, 3, vertexDesc); auto vecIter = mDummyMeshData->getVec3DataIter(VES_POSITION); vecIter.setValue(Vector3(0, 0, 0)); auto indices = mDummyMeshData->getIndices32(); indices[0] = 0; indices[1] = 0; indices[2] = 0; mDummyMesh = Mesh::create(mDummyMeshData); } }